Game Development Essentials: Game Artificial Intelligence

Author:   Jeannie Novak ,  John Ahlquist, Jr.
Publisher:   Cengage Learning, Inc
ISBN:  

9781418038571


Pages:   320
Publication Date:   01 September 2007
Format:   Mixed media product
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

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Game Development Essentials: Game Artificial Intelligence


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Overview

Written by experts with years of gaming industry experience developing today's most popular games, Game Development Essentials: Game Artificial Intelligence provides an engaging introduction to real world game artificial intelligence techniques. With a clear, step-by-step approach, the book begins by covering artificial intelligence techniques that are relevant to the work of today's developers. This technical detail is then expanded through descriptions of how these techniques are actually used in games, as well as the specific issues that arise when using them. With a straightforward writing style, this book offers a guide to game artificial intelligence that is clear, relevant, and updated to reflect the most current technology and trends in the industry.

Full Product Details

Author:   Jeannie Novak ,  John Ahlquist, Jr.
Publisher:   Cengage Learning, Inc
Imprint:   Delmar Cengage Learning
Dimensions:   Width: 20.60cm , Height: 1.60cm , Length: 25.30cm
Weight:   0.786kg
ISBN:  

9781418038571


ISBN 10:   1418038571
Pages:   320
Publication Date:   01 September 2007
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Mixed media product
Publisher's Status:   Out of Print
Availability:   In Print   Availability explained
Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock.

Table of Contents

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Introduction Chapter 1: History of AI and Game AI, Game AI concepts. Chapter 2: Creating and Controlling Behaviors. Chapter 3: Path Finding and Path Following Chapter 4: Using a Hierarchy to Create Complex Behaviors Chapter 5: Controlling AI using Scripting Chapter 6: Rule Based Systems Chapter 7: Exposing the Intelligence to the Player Chapter 8: Advanced Path Finding Techniques Chapter 9: Putting the Pieces Together: Designing AI System, and Careers in Game AI.


Author Information

Jeannie Novak is the lead author and series editor of the widely acclaimed GAME DEVELOPMENT ESSENTIALS series (with over 15 published titles), co-author of PLAY THE GAME: THE PARENT'S GUIDE TO VIDEO GAMES, and co-author of three pioneering books on the interactive entertainment industry--including CREATING INTERNET ENTERTAINMENT. She is also co-founder of Novy Unlimited and CEO of Kaleidospace, LLC (dbaIndiespace), providing curriculum development and consulting services for corporations, educators, and creative professionals in games, music, film, education, and technology.Novak served as director of the Game Art & Design and Media Arts & Animation programs at the Art Institute Online and has taught game courses at UCLA, Art Center College of Design, DeVry University, Westwood College, ITT Technical Institute, and the Academy of Entertainment & Technology at Santa Monica College. She holds a B.A. in mass communication/business administration from UCLA and an M.A. in communication management from the Annenberg School at USC. She also serves on the Online Gameplay Committee for the Academy of Interactive Arts &Sciences and has served on the executive boards of the International Game Developers Association (Los Angeles) and Women in Games International. An accomplished composer and performer, Novak was chosen as one of the 100 most influential people in technology by MicroTimesmagazine and has been profiled by CNN, Billboard Magazine, the Sundance Channel, Daily Variety, and the Los Angeles Times. John Ahlquist is the founder of Ahlquist Software. John developed the tools and engine for Electronic Arts' Command & Conquer: Generals - Zero Hour and The Lord of the Rings: Battle for Middle-Earth. John currently runs Ahlquist Software-developing game software for a variety of clients. John previously worked for Altsys/Macromedia on Aldus FreeHand and was one of the creators of Macromedia Fireworks. Prior to Macromedia, John spent seven years working at Texas Instruments, programming Integrated Circuit CAD tools in the Design Automation Department. He is a second-degree black belt in Tae Kwon Do and has been playing video games since Pong.

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